This has gone unread for a while, huh?
Well, I'm back at it. I've made quite a few changes, actually, mostly to reduce the number of options terrorists have to attack, and opening up the space for grenades and rotates; while at the same time, helping counter-terrorists get in place and behind cover in time. That overview in the post one above this? Yeah, no.
Some of the marked changes didn't make it; for instance, the warehouse area near the bottom wasn't shrunk down, and A site remained where it was. B site, however, got changed a lot. The entrance from the corridor area was opened up, with a bit of cover added; a new entrance was added from the shop; and the backside was simplified.
The big stairs were changed, although not by turning them around, but by introducing a U-bend, so it still comes out at the same spot overground, but it's more connected to the rest of the underground, which was shuffled around a bit to where Ts have an advantage to bottom side of warehouse, but are much slower going underground to B.
One of the approaches to A was removed entirely. It just played into the hands of Ts holding, and wasn't a good option for retaking CTs, which was supposed to be its original purpose. Similarly, the slide mount overlooking the hedge area was blocked off, since it could no longer see into B.
For a long while now, my focus was on reducing playable space, and that is still very much in the picture (the two pools are both too open and too large, for instance). However, in my recent attempts to make the map play better, I tried to make grenades more viable by connecting areas and to make individual encounters more fun by adding more cover to play around, and found that these made bigger improvements. Likely that was only because the map was so bare-bones, but it's still something I'll keep in mind going forward: if an area isn't fun, it's either disconnected, or the cover (if any) is uninteresting.
Another thing I was struggling a lot with were rotations, because I kinda counted them from spawn to site. That was the wrong approach, testified best by the fact that Ts being able to get hold of the bottom half of warehouse at about the same time CTs could lock down the top half made A side plays actually possible. I'll have to redo them on the B side in a similar fashion as well, except I'm not quite sure yet where CTs should hold around B.
Pictures for clarity.
Also, currently I'm having issues with optimisation. I'll have to work on that some more before I can put it up for playtesting.